Unit 2 - Design of Everyday Things
Unit 2 - Design of Everyday Things
Things
CC7: Unit 2
Table of Contents
• Fail Designing
• Donald A. Norman Principle
• Six concepts in designing
Fail Designing
• The practice of engineering a system in such a way that it
safely and predictably fails under specified conditions to
minimize harm or damage.
Fail Designing
• Seat Belt Locking
Mechanisms: In cars, seat
belts lock up upon sudden
deceleration to keep
passengers from moving
forward too much during a
crash.
Fail Designing
• Smoke Alarms: Emit loud
sounds to alert residents of
potential fires, even if they
are asleep or in another
room.
Fail Designing
• Non-Slip Mats in Bathtubs
and Showers: Designed to
prevent slips and falls when
the surface becomes wet.
Fail Designing
2. Feedback
• Feedback is the response given by the system after
a user action. This helps the user understand the
outcome of their interaction.
3. Affordance
• is the link between how things look and how they’re used.
For example, a coffee mug has high affordance because
you instantly know how to hold it just by looking at it
4. Mapping
• Mapping is the relationship between control and effect.
The idea is that with good design, the controls to
something will closely resemble what they affect.
5. Constraints
• restrict a particular form of user interaction with an
interface
6. Consistency
• The same action has to cause the same reaction, every
time.